PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

Its been proposed that I do all the rolling, and post results of actions, to keep the story rolling. I have no issue with that.

Sounds like a quick and fair way of doing things, and keeps the adventure moving forth. Would be kinda neat to see a summary of the die rolls posted after a battle in the OCC section once in a while as well, just to see how good/bad the rolls went during a particularly climactic confrontation. (could be fun to see if a lucky roll saved the day or nasty botch cost someone their life.)

Other alternatives would be using a die rolling program that emails the results to the GM, or rolling on our own and trusting the honor system, but admittedly both of these solutions would make the combat slow a lot, and be a pain in the ass for everyone, especially in grand melees with 4-5 of us in the same scene so I'm all for letting you handle the die rolling part of the game and focus on the storyline.

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

I'm not sure if this is because of my lack of world knowledge, or just general lack of experience with roleplaying, but I myself to only be reacting to events, to speech, etc. Not taking the initiative.

How can I improve on this? I just feel that I'm not doing as much as I could be.

Side note: This might not be the right part of the forum to post this in, but it seemed to be the most relevant.

It's that way in a lot of games, both forum and face to face, the player/s decide on a course of action or to go somewhere/do something, then react to the GM's narration of the outcome of that effect, or description of the next scene.

Players generally are in control in that they choose where to go/what to do at any given moment, but they rely upon the GM to shape the world around them and describe the stage on which they take their actions.

In face to face games it takes mere moments for a GM to describe a room, or detail the quality of a sword, the response to question directed at an NPC etc..

In a forum game the scene often hangs on the GM's input and narration of how their previous actions have effected the scene before players can take their next action. This delay slows the pacing some, (as does waiting for the response of other players in the scene before the GM can provide narrative, along with players waiting on each others responses.) but the story crafted in a forum game is every bit as rich and enjoyable as those in traditional TT.

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p